module.exports =
`
#ifdef GL_ES
precision lowp float;
#endif

uniform float iTime;
uniform float waveDensity;
uniform float waveRate;
uniform float screenWidth;
uniform float screenHeight;
varying vec2 v_texCoord;

void main()
{
    vec2 tmp = v_texCoord;
    
    tmp.x = (tmp.x - 0.5) * min((screenWidth / screenHeight), (screenHeight / screenWidth));
    tmp.y = tmp.y - 0.5;

    float distanceFromCenter = length(tmp);
    
    float sinArg = distanceFromCenter * waveDensity - iTime * waveRate;
    float slope = cos(sinArg);
    gl_FragColor = texture2D(CC_Texture0, v_texCoord + tmp * slope *0.03);
  
}
`